/Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingComponents/Public/Transforms/QuickAxisTranslater.h
Try to find the best snap point for the given Ray, and store in SnapPointOut if found
true if found
virtual bool UpdateSnap ( const FRay3d & Ray, FVector3d & SnapPointOut, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< FVector3d(const FVector3d &)> PositionConstraintFunc )